daemon1808 Posted April 18, 2021 Posted April 18, 2021 Hi all, I am having many trouble to create a group of su-25T and assing a ground target to them throw mission scripting (I'm not using mist or moose, just mission scripting commands) As soon as the group is created, I try to assign them the task of attacking the enemy group, but they ignore completely the target and go to the nearest ally airbase to land. I don't know what I'm doing wrong Please, somebody could help me? This is the function that creates the group of Su-25T (it is working, and the group is created as expected) function createAllySEADGroup(posInitialAir, distance, typeGroup) --trigger.action.outText("createAllySEADGroup", 3) nameAllySEADGroup = getAirCallsign() local xAlly = posInitialAir.x - distance local yAlly = posInitialAir.y local heading = 0 local _airtype = "" if typeGroup == 1 then _airtype = "Su-25T" end local _country = country.id.GEORGIA local _payload = nil _payload = { ["pylons"] = { [1] = { ["CLSID"] = "{44EE8698-89F9-48EE-AF36-5FD31896A82D}", ["num"] = 1, }, [2] = { ["CLSID"] = "{CBC29BFE-3D24-4C64-B81D-941239D12249}", ["num"] = 2, }, [3] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 3, }, [4] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 4, }, [5] = { ["CLSID"] = "{E8D4652F-FD48-45B7-BA5B-2AE05BB5A9CF}", ["num"] = 5, }, [6] = { ["CLSID"] = "{0519A264-0AB6-11d6-9193-00A0249B6F00}", ["num"] = 6, }, [7] = { ["CLSID"] = "{E8D4652F-FD48-45B7-BA5B-2AE05BB5A9CF}", ["num"] = 7, }, [8] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 8, }, [9] = { ["CLSID"] = "{752AF1D2-EBCC-4bd7-A1E7-2357F5601C70}", ["num"] = 9, }, [10] = { ["CLSID"] = "{CBC29BFE-3D24-4C64-B81D-941239D12249}", ["num"] = 10, }, [11] = { ["CLSID"] = "{44EE8698-89F9-48EE-AF36-5FD31896A82C}", ["num"] = 11, }, }, ["fuel"] = "6103", ["flare"] = 120, ["chaff"] = 240, ["gun"] = 100, } local _allydata = { ["modulation"] = 0, ["uncontrolled"] = false, ["groupId"] = math.random(9999,99999), ["hidden"] = false, ["units"] = { [1] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] [2] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly - 50, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] }, -- end of ["units"] ["y"] = yAlly, ["x"] = xAlly, ["name"] = nameAllySEADGroup, ["communication"] = true, ["start_time"] = 0, ["frequency"] = 117.5, ["task"] = "SEAD", } coalition.addGroup(_country, Group.Category.AIRPLANE, _allydata) return Group.getByName(nameAllySEADGroup) end And this is the function that assing the task of attacking one ground target (created too throw mission scripting and passed as 2nd parameter) function doSEAD(attackingGroup, objetiveGroup) trigger.action.outText("doSEAD attacker: " .. attackingGroup:getID(), 30) -- I get Id in the screen, so this is OK trigger.action.outText("doSEAD objetive: " .. objetiveGroup:getID(), 30) -- I get Id in the screen, so this is OK AttackGroup = { id = 'AttackGroup', params = { groupId = objetiveGroup:getID(), weaponType = 3221225470 , expend = "Auto", attackQtyLimit = false, attackQty = 1, directionEnabled = false, direction = 0, altitudeEnabled = false, altitude = 10000, groupAttack = false, }, } local _controller = attackingGroup:getController(); Controller.setOption(_controller, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) _controller:setTask(AttackGroup) trigger.action.outText("SEAD asignado", 30) --this appears in the screen, so the execution reach this end
toutenglisse Posted April 19, 2021 Posted April 19, 2021 21 hours ago, daemon1808 said: Hi all, I am having many trouble to create a group of su-25T and assing a ground target to them throw mission scripting (I'm not using mist or moose, just mission scripting commands) As soon as the group is created, I try to assign them the task of attacking the enemy group, but they ignore completely the target and go to the nearest ally airbase to land. I don't know what I'm doing wrong Please, somebody could help me? ... Hi, I think nothing is wrong with your script, but there seems to be an issue with the combo "SEAD"/"AttackGroup" (in theory it should work). Using your doSEAD function or the same AttackGroup function from editor or a simplified scripted function (with just targetID as parameter) has the same non working result, tried with both Su25T and F18c in SEAD config. Using "CAS"/"AttackGroup" works : it makes the target visible and lead fighter/bomber to objective (with both editor function or script). But with SEAD and SAM with radar target, it doesn't make the target visible and makes the fighter RTB (if target is not initially visible - RWR spotted - of course). This "issue" I think probably has to be reported.
daemon1808 Posted April 19, 2021 Author Posted April 19, 2021 5 hours ago, toutenglisse said: Hi, I think nothing is wrong with your script, but there seems to be an issue with the combo "SEAD"/"AttackGroup" (in theory it should work). Using your doSEAD function or the same AttackGroup function from editor or a simplified scripted function (with just targetID as parameter) has the same non working result, tried with both Su25T and F18c in SEAD config. Using "CAS"/"AttackGroup" works : it makes the target visible and lead fighter/bomber to objective (with both editor function or script). But with SEAD and SAM with radar target, it doesn't make the target visible and makes the fighter RTB (if target is not initially visible - RWR spotted - of course). This "issue" I think probably has to be reported. Thanks for your help Toutenglisse. Are you trying the scripts in v2.7 OB? I have found that I can't get the ally group to attack neither in SEAD or CAS. In fact, I had similar scripts that worked in the pass, but now the ally groups ignore completely the targets and RTB (even using task in route and creating the group close to the targets). Haven't tried in mission editor with triggers, but this scripts worked in the pass, and now they don't function createAllyBombingGroup(posInitialAir, distance, typeGroup) local xAlly = posInitialAir.x - distance local yAlly = posInitialAir.y local heading = 0 --trigger.action.outText("x: " .. xAlly .. "y: " .. yAlly, 10) local _airtype = "" if typeGroup == 1 then _airtype = "A-10C" end local _country = country.id.USA local _payload = nil _payload = { ["pylons"] = { [1] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [1] [2] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [2] [3] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [3] [4] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [4] [5] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [5] [6] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [6] [7] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [7] [8] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [8] [9] = { ["CLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}", }, -- end of [9] [10] = { ["CLSID"] = "{A111396E-D3E8-4b9c-8AC9-2432489304D5}", }, -- end of [10] [11] = { }, -- end of [3] }, -- end of ["pylons"] ["fuel"] = "6103", ["flare"] = 120, ["chaff"] = 240, ["gun"] = 100, } local _allydata = { ["modulation"] = 0, ["tasks"] = { }, -- end of ["tasks"] ["uncontrolled"] = false, ["groupId"] = math.random(9999,99999), ["hidden"] = false, ["units"] = { [1] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] [2] = { ["alt"] = 8000, ["heading"] = heading, ["type"] = _airtype, ["psi"] = 0, ["y"] = yAlly, ["x"] = xAlly - 50, ["payload"] = _payload, ["name"] = "allyAirUnit" .. math.random(9999,99999), ["speed"] = 350, ["unitId"] = math.random(9999,99999), ["skill"] = "High", }, -- end of [1] }, -- end of ["units"] ["y"] = yAlly, ["x"] = xAlly, ["name"] = nameAllyBombersGroup, ["communication"] = true, ["start_time"] = 0, ["frequency"] = 117.5, ["task"] = "CAS" } coalition.addGroup(_country, Group.Category.AIRPLANE, _allydata) return Group.getByName(nameAllyBombersGroup) end function doGroupBombing(attackingGroup, objetiveGroup) local routePoints = {} local AttackGroup = { id = 'AttackGroup', params = { groupId = objetiveGroup:getID(), } } routePoints[1] = { action = "Fly Over Point", type= "Turning Point", x = attackingGroup:getUnit(1):getPoint().x, y = attackingGroup:getUnit(1):getPoint().z, alt = 5000, alt_type = "RADIO", speed = 350, ETA = 100, ETA_locked = false, name = "Starting point", task = nil, } routePoints[2] = { action = "Fly Over Point", type= "Turning Point", x = attackingGroup:getUnit(1):getPoint().x + 100, y = attackingGroup:getUnit(1):getPoint().z + 0, alt = 8000, alt_type = "BARO", speed = 350, ETA = 100, ETA_locked = false, name = "WP1", task = AttackGroup, } local _mission = { id = 'Mission', params = { airborne = true, route = { points = routePoints }, } } local _controller = attackingGroup:getController(); Controller.setOption(_controller, AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED) _controller:setTask(_mission) end;
toutenglisse Posted April 19, 2021 Posted April 19, 2021 1 hour ago, daemon1808 said: Thanks for your help Toutenglisse. Are you trying the scripts in v2.7 OB? I have found that I can't get the ally group to attack neither in SEAD or CAS. In fact, I had similar scripts that worked in the pass, but now the ally groups ignore completely the targets and RTB (even using task in route and creating the group close to the targets). Haven't tried in mission editor with triggers, but this scripts worked in the pass, and now they don't ... Yes I run 2.7 OB, and yes "attackGroup"/CAS works with both mission editor task and script task (attached .miz example with a script "attackGroup" - at 1 sec in mission the F18c starts to rejoin and attack target hidden in a valley, instead of rtb). The task makes an invisible group to become visible and attacked by the AI aircraft. Just a note : I use pushTask instead of setTask (probably doesn't matter anyway), and when you do : Controller.setOption you use alarmState, but it is not supposed to work on Ai aircraft (only ground vehicles and ships, but again this should not have any impact on attackGroup task). test-attack-group-CAS.miz
daemon1808 Posted April 20, 2021 Author Posted April 20, 2021 Ummm, I believe there is some kind of bug after many uses of trial-error method. I am using a attacker group created dinamically (not placed in the mission, but created through lua script), and I have found these behaviours: 1. If the target group contains a radar unit: the attakers ignore the target no matter the script used. 2. If the target group doesn't have a radar unit and the target group is created dinamically through lua script: the attakers ignore the target no matter the script used. 3. If the target group doesn't have a radar unit and the target group is created in the mission editor (same units as case 2): the attakers will attack the target (same script that fails in case 1 and 2) So, the problem seems to be happening only when the target unit is created through lua. O_O
toutenglisse Posted April 20, 2021 Posted April 20, 2021 (edited) 5 hours ago, daemon1808 said: ... So, the problem seems to be happening only when the target unit is created through lua. O_O No I don't see that : here an example with everything scripted (both target and attacker plus task) and target is 1 or 2 search radar. CAS attacker does his "attackGroup" task normally. (groups are created at T>2seconds) Edit : I think the issue with SEAD+"attackGroup" (supposed to work by text...) is due to a conflict in actual AI / SEAD logic, and maybe on purpose. Edit 2 : SEAD + "attackUnit" does work. Edit 3 : bad file deleted Edited April 20, 2021 by toutenglisse
daemon1808 Posted April 20, 2021 Author Posted April 20, 2021 2 hours ago, toutenglisse said: No I don't see that : here an example with everything scripted (both target and attacker plus task) and target is 1 or 2 search radar. CAS attacker does his "attackGroup" task normally. (groups are created at T>2seconds) Edit : I think the issue with SEAD+"attackGroup" (supposed to work by text...) is due to a conflict in actual AI / SEAD logic, and maybe on purpose. Edit 2 : SEAD + "attackUnit" does work. test-attack-group-CAS-allbyscript.miz 58.57 kB · 2 downloads I have checked it and its working because your target are tanks without active radar. Just changed the type of the tanks by a SAM radar (i.e unitType = 'Kub 1S91 str') and you will see that the f5 will ignore it and land on Kobuleti You can add a couple of launchers (unitType = 'Kub 2P25 ln') to the target group and you'll see the same behavior. But as soon as you remove the Kub 1S91 str (radar unit), the F5 will attack the target again. Tested with attackunit task, and it happens the same. It is like when a radar unit is present in the group, the attacker can't see them. It is very strange! test-attack-group-CAS-allbyscript_WITH_SA6.miz
toutenglisse Posted April 20, 2021 Posted April 20, 2021 1 hour ago, daemon1808 said: I have checked it and its working because your target are tanks without active radar.... Yes I made a mistake and didn't save file with sam radar. I resaved here with 'SA-11 Buk SR 9S18M1' as target and it works. But if I use 'Kub 1S91 str' it doesn't work. So yes there is an issue with specific units. (and probably not with task type) I tested "attackUnit"/SEAD with a SA-11 Buk site (search radar + launchers) and it worked. But as I understand (not tested) it would have also work with "attackGroup" and SA-11 Buk, and would have failed with 'Kub 1S91 str', whatever the task was "attackUnit or Group". test-attack-group-CAS-allbyscript.miz
daemon1808 Posted April 21, 2021 Author Posted April 21, 2021 No, I can't get it to work if the SA-11 is fully operational I have changed your mission script to add a SA-11 Command Center, SA-11 radar and a SA-11 launcher (minimum fully operational SA-11 site), and the F-5 RTB. Tried SEAD/CAS. And AttackGroup/AttackUnit and same result everytime. It seems imposible to order a unit to attack a fully operational SAM site I believe that is better to find a workarround (like destroy through scripting the SAM site as soon as the "attacking" group is near enough the target) test-attack-group-CAS-allbyscript_FULL_SA11.miz
toutenglisse Posted April 21, 2021 Posted April 21, 2021 10 minutes ago, daemon1808 said: No, I can't get it to work if the SA-11 is fully operational I have changed your mission script to add a SA-11 Command Center, SA-11 radar and a SA-11 launcher (minimum fully operational SA-11 site), and the F-5 RTB. ... If you tried to SEAD with the F15E of my example it won't work - it is armed with 2 GBU-31. If you replace it by a F18c with harms it works. In my example I just put a SR SA-11 so no threat to engage with bombs. When I wrote that I tried SEAD/attackunit on a SA11 site with launchers it was with an FA18c with harms, not the F15E. Usually when I do SEAD with AI I never use an "attack" task. I just lead the AI to target area and when AI gets a RWR spike it engages immediately the SAM site radars (SA-11 site including command center or any other - not tried SA-10...) - workaround is : lead your fighters to target and their SEAD main task will make them engage SAM site when RWR detected. What is tricky or bugged here is the "attackUnit/Group task" that is intended to lead to and make engaging a group or unit that is not detectable/out of sensors reach.
Angelthunder Posted April 21, 2021 Posted April 21, 2021 (edited) Yeah,i'm having the same problem trying to test an Su-25TM to do SEAD tasks in the mission editor by attacking an SA-2 site and it just turns around and goes back to the air base.It does sound like a bug since the user manual does say you can attack a SAM site using the attack group/unit task. Edited April 21, 2021 by Angelthunder
Angelthunder Posted April 21, 2021 Posted April 21, 2021 I just posted a new topic on this in the mission editor bugs section.
daemon1808 Posted April 21, 2021 Author Posted April 21, 2021 3 hours ago, toutenglisse said: If you tried to SEAD with the F15E of my example it won't work - it is armed with 2 GBU-31. If you replace it by a F18c with harms it works. In my example I just put a SR SA-11 so no threat to engage with bombs. When I wrote that I tried SEAD/attackunit on a SA11 site with launchers it was with an FA18c with harms, not the F15E. Usually when I do SEAD with AI I never use an "attack" task. I just lead the AI to target area and when AI gets a RWR spike it engages immediately the SAM site radars (SA-11 site including command center or any other - not tried SA-10...) - workaround is : lead your fighters to target and their SEAD main task will make them engage SAM site when RWR detected. What is tricky or bugged here is the "attackUnit/Group task" that is intended to lead to and make engaging a group or unit that is not detectable/out of sensors reach. Trying hard to replicate what you said, but no success. In this new version (all scripted): - A F-18C full of HARMs is created (funct createAttacker) - A SA-11 fully operational is created (funct createTarget) - waypoint near the target SAM site is created and asigned to F-18 (funct goTarget) - Optional: trying to use attackunit (funct attackTarget). You can comment this part, because it do nothing in the end. But... - The F-18 follow the route as intended, getting close to the target. - As soon as it reach the WP1, it RTB. Even been close to the target and been spiked by it - I have tried to get the f-18 nearer to the target. He drop the payload, dodge the misiles and RTB O_O Or this is very bugged, or I missing something AngelThunder, thanks. Maybe this have been broken from the beggining. Let's wait for the developers said something test-attack-group-CAS-allbyscript_FULL_SA11.miz
toutenglisse Posted April 22, 2021 Posted April 22, 2021 3 hours ago, daemon1808 said: ... Or this is very bugged, or I missing something ... You have to set options for sead fighter : "weapons free" and "evade fire". Here I attach an example where target is SA-11 (launchers + SR + CC) with a Wpt between target and SEAD fighter, 30-35 km away from target, and fighter's options set (fighter engages with all weapons until target or fighter is destroyed). test-SEAD-Wpt-script.miz
daemon1808 Posted April 22, 2021 Author Posted April 22, 2021 17 hours ago, toutenglisse said: You have to set options for sead fighter : "weapons free" and "evade fire". Here I attach an example where target is SA-11 (launchers + SR + CC) with a Wpt between target and SEAD fighter, 30-35 km away from target, and fighter's options set (fighter engages with all weapons until target or fighter is destroyed). test-SEAD-Wpt-script.miz 59.6 kB · 2 downloads That did the trick!! Added weapons free and evade fire options and now the SEAD package do their job! You're a live saver, thanks so much.
Angelthunder Posted April 22, 2021 Posted April 22, 2021 (edited) 18 hours ago, toutenglisse said: You have to set options for sead fighter : "weapons free" and "evade fire". Here I attach an example where target is SA-11 (launchers + SR + CC) with a Wpt between target and SEAD fighter, 30-35 km away from target, and fighter's options set (fighter engages with all weapons until target or fighter is destroyed). test-SEAD-Wpt-script.miz 59.6 kB · 2 downloads OK,will it work with russian SEAD attack aircraft with Anti-Radiation missiles too.And at what waypoint do you use those actions in the AV Actions panel on between the 2nd waypoint and the target waypoint.Mines always starts with the SEAD-a designation in the panel on the second waypoint. Edited April 22, 2021 by Angelthunder
daemon1808 Posted April 22, 2021 Author Posted April 22, 2021 3 hours ago, Angelthunder said: OK,will it work with russian SEAD attack aircraft with Anti-Radiation missiles too.And at what waypoint do you use those actions in the AV Actions panel on between the 2nd waypoint and the target waypoint.Mines always starts with the SEAD-a designation in the panel on the second waypoint. With mission editor is easier. Check this example with a Russian Su25T engaging a USA Hawk SAM site. su25TSEAD.miz
Angelthunder Posted April 22, 2021 Posted April 22, 2021 1 hour ago, daemon1808 said: With mission editor is easier. Check this example with a Russian Su25T engaging a USA Hawk SAM site. su25TSEAD.miz 6.97 kB · 2 downloads I can't look at it because i'm on the 2.6 Stable version.
toutenglisse Posted April 24, 2021 Posted April 24, 2021 On 4/22/2021 at 9:01 PM, Angelthunder said: OK,will it work with russian SEAD attack aircraft with Anti-Radiation missiles too.And at what waypoint do you use those actions in the AV Actions panel on between the 2nd waypoint and the target waypoint.Mines always starts with the SEAD-a designation in the panel on the second waypoint. Do some tests. But with options you usually want them to be set as soon as possible (1st Wpt - 1st line of wrapped actions).
Angelthunder Posted April 24, 2021 Posted April 24, 2021 (edited) My first waypoint starts with the SEAD task then the 2nd Reaction to Threat in the advanced actions panel and that's it.I then put the Attack Group/Unit in the third waypoint under the SEAD Task in the action panel which is the target point.I then add the Reaction to Threat/Evade Fire as the third task in the 3rd waypoint action panel then Flare as the last task.I have the SA-2 site sort of in a static position as i'm using the aircraft itself to test it's ARM missiles only. Edited April 24, 2021 by Angelthunder
Angelthunder Posted April 25, 2021 Posted April 25, 2021 I don't think i'm doing it right.What am i supposed to do with the Starting Point,it has the SEAD-a action followed by the Reaction to Threat-Allow Abort Mission task.Then what am supposed to add next to the first waypoint then the second target waypoint.I'm confused
Angelthunder Posted April 26, 2021 Posted April 26, 2021 I'm giving up on it for now until i can get the 2.7 stable update then use the links that toutenglisse an daemon provided above for studying.
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